2012
DOI: 10.5055/ajdm.2012.0090
|View full text |Cite
|
Sign up to set email alerts
|

Games, simulations, and learning in emergency preparedness: A review of the literature

Abstract: Between 2007 and 2011, a comprehensive review of the literature was conducted to identify the usefulness of educational games and simulations in developing and evaluating the competency of public health professionals to prepare for, respond to, and recover from emergencies. This article presents an overview of the literature related to the use of games and simulations in education and training, summarizes key findings, identifies key features of gaming simulation design for educational effectiveness, and sugge… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
3
2

Citation Types

0
9
0

Year Published

2013
2013
2024
2024

Publication Types

Select...
6

Relationship

0
6

Authors

Journals

citations
Cited by 10 publications
(9 citation statements)
references
References 0 publications
0
9
0
Order By: Relevance
“…The simulated real-life scenarios and interactivity in Rescue-D may have felt more familiar or comfortable to learners used to participating in such drills. Online simulations and games have been found to be particularly motivating to learners; 25 satisfaction and motivation impact performance. 36 Adults learn best when applying theory to practice and prefer experiential to passive learning.…”
Section: Discussionmentioning
confidence: 99%
See 4 more Smart Citations
“…The simulated real-life scenarios and interactivity in Rescue-D may have felt more familiar or comfortable to learners used to participating in such drills. Online simulations and games have been found to be particularly motivating to learners; 25 satisfaction and motivation impact performance. 36 Adults learn best when applying theory to practice and prefer experiential to passive learning.…”
Section: Discussionmentioning
confidence: 99%
“…36 Adults learn best when applying theory to practice and prefer experiential to passive learning. 25 During development we learned that our intended audience didn't want the pressure of "tests"; thus, embedding pre-and post-tests into the storyline may have also encouraged learner motivation and enthusiasm, leading to knowledge and skill gains. Another factor impacting the results may have been ease of technology use.…”
Section: Discussionmentioning
confidence: 99%
See 3 more Smart Citations